Skip to main content

2017 | OriginalPaper | Buchkapitel

Raising Engagement and Motivation Through Gamified e-Portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey

verfasst von : Monisa Abdul Wahab, Mike Joy

Erschienen in: E-Learning, E-Education, and Online Training

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

The gamification of e-portfolio is an educational approach to motivate students to learn by using game elements in online portfolios. The goal is to increase enjoyment and engagement through capturing the interest of learners and encouraging them to continue learning. This preliminary survey is important to better understand the intended users in a Malaysian institution, find out their readiness, and identify the infrastructure and facilities currently in place. The work in progress investigates students’ demographics information, students’ current styles in organizing their learning material, their prior experience with portfolio creation and development, their prior experience in using game applications and their current knowledge of ‘gamification’. The outcome of this survey shows that there are currently acceptable levels of current infrastructure and facilities provided at the institution with a satisfactory knowledge of portfolios and game elements. However, there is an interesting misconception of what ‘gamification’ is from the student’s perspectives.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
1.
Zurück zum Zitat Bakar, A., Inal, Y., Cagiltay, K.: Use of commercial games for educational purposes: will today’s teacher candidates use them in the future? In: World Conference on Educational Multimedia, Hypermedia and Telecommunications 2006, pp. 1757–1762 (2006) Bakar, A., Inal, Y., Cagiltay, K.: Use of commercial games for educational purposes: will today’s teacher candidates use them in the future? In: World Conference on Educational Multimedia, Hypermedia and Telecommunications 2006, pp. 1757–1762 (2006)
2.
Zurück zum Zitat Connolly, T.M., Boyle, E., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59, 661–686 (2012)CrossRef Connolly, T.M., Boyle, E., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59, 661–686 (2012)CrossRef
3.
Zurück zum Zitat Kim, B., Park, H., Baek, Y.: Not just fun, but serious strategies: using meta-cognitive strategies in game-based learning. Comput. Educ. 52, 800–810 (2009)CrossRef Kim, B., Park, H., Baek, Y.: Not just fun, but serious strategies: using meta-cognitive strategies in game-based learning. Comput. Educ. 52, 800–810 (2009)CrossRef
5.
Zurück zum Zitat Simões, J., Redondo, R.D., Vilas, A.F.: A social gamification framework for a K-6 learning platform. Comput. Hum. Behav. 29, 345–353 (2013)CrossRef Simões, J., Redondo, R.D., Vilas, A.F.: A social gamification framework for a K-6 learning platform. Comput. Hum. Behav. 29, 345–353 (2013)CrossRef
6.
Zurück zum Zitat Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.-J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013)CrossRef Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.-J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013)CrossRef
7.
Zurück zum Zitat Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification: using game-design elements in non-gaming contexts. In: Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA 2011, p. 2425 (2011) Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification: using game-design elements in non-gaming contexts. In: Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA 2011, p. 2425 (2011)
8.
Zurück zum Zitat Muntean, C.: Raising engagement in e-learning through gamification. In: Proceedings of 6th International Conference on Virtual Learning ICVL (2011) Muntean, C.: Raising engagement in e-learning through gamification. In: Proceedings of 6th International Conference on Virtual Learning ICVL (2011)
10.
Zurück zum Zitat Lucas, K., Sherry, J.L.: Sex differences in video game play: a communication-based explanation. Commun. Res. 31, 499–523 (2004)CrossRef Lucas, K., Sherry, J.L.: Sex differences in video game play: a communication-based explanation. Commun. Res. 31, 499–523 (2004)CrossRef
11.
Zurück zum Zitat Graner Ray, S.: Gender Inclusive game design: expanding the market, p. 350 (2003) Graner Ray, S.: Gender Inclusive game design: expanding the market, p. 350 (2003)
Metadaten
Titel
Raising Engagement and Motivation Through Gamified e-Portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey
verfasst von
Monisa Abdul Wahab
Mike Joy
Copyright-Jahr
2017
DOI
https://doi.org/10.1007/978-3-319-49625-2_11